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BTW ... I've updated my website http://meisterdieb.webs.com with many new things. Most of them (except the 9 files on the top) are free objects from other websites, though I asked for permission to convert them for Thief please mention the websites where they initially came from, not me.

It is easy to put them in your FM, because nearly all of them use Thief standard textures. So the only thing you would have to do is ...

@GORT - that's looking very interesting. I like the subtle motion. I never knew you could do such things in Dark Engine. (Did LGS know...? )
I'm wondering - is there any way to conceal these seams? Maybe if the rotating elements extends a bit so they overlap (but keeping the same joint positions)? Not sure if BSP let's you do this however, unless you leave some gap for the rotation to happen without cutting-through the polygons.
Also - try to use a texture, that doesn't tile vertically, but instead it ends in an organic way, so to speak. This way you will not see the sharp polygon line.
It's going to be a nice addition anyway.

@ PinkDot
I've use that type of motion for all of my banner objects in TROTB 2. Overlapping is the key here. I just need to make it look right.
There might be some shading issues due to how objects react to lighting, though. That's why I made my custom banners without the PHONG shading. I'll just have to see whether or not I can work around that.

BTW: That type of movement is only in NewDark. It's the pendulum setting.

To get better lighting, try adding more subdivisions to your mesh. Light will be calculated for more points on the surface and hopefully transition will be smoother.

Also - do you have any control over normal directions in your software? It is (or maybe it used to be more) a common practice to alter normals to affect lighting in game engine. Basically, try to match normals of the vertices for which you want the shading to be the same.

But having said that - since there's no mesh deformation going on there, you will get some steps there.

I'm aware of Schwaa's dragonfly, but the link to download it on his site is dead. No big deal, I can yank it from Left 4 Dead. I'll probably make a few alternate colorations for it as well. Anyway, I'm building a swamp and want to include a variety of insects. Ideally I'd like some moths, butterflies, cicadas, skates, beetles, maybe some grasshoppers and fireflies. If anyone knows where I can find any of these or would like to create some, I'd be grateful. If the moths/butterflies had movable wings, that'd be a plus.

IIRC NV had a butterfly he made on his site which is now hosted at weary taffer. I have a death's head moth in Finals that I made; you animate it and fly it as a vator. You are welcome to use it. There's a beetle that Schwaa made based on a spider mesh type. I don't know where that's hosted just now. It's better than nothing, but I could never get it to work properly.

They're not models, but you're welcome to use the animated particle moths I made for Death's Turbid Veil.

Awesome, thanks nicked. They look pretty good in game, but I'm having trouble getting them to animate. I copied your settings, but I must be missing something obvious. EDIT: I had them set to scaled bitmap instead of bitmap disc! D'oh!

Originally Posted by LarryG

IIRC NV had a butterfly he made on his site which is now hosted at weary taffer. I have a death's head moth in Finals that I made; you animate it and fly it as a vator. You are welcome to use it. There's a beetle that Schwaa made based on a spider mesh type. I don't know where that's hosted just now. It's better than nothing, but I could never get it to work properly.

I got some special insect based on the spider model... But I wanted to keep it for one of my fan mission... ^^" (a kind of cockroach)
But if you want, I can share them with you! ^^ Just tell me what do you want to do with it

An elemental, being an AI, has to follow the ground just like a guard. There's a 'z offset' property that creates the illusion of flight. In Temple of the Tides there's a fire elemental that floats across pits of lava. NV placed invisible bridges over them to allow the elemental to cross (the player still falls through). AI bridges will be accessible to all AI, so their use is not a good solution unless you don't mind apebeasts and craymen walking in the air.

Yes, Elemental follow the same pathfing like the guards ^^ But their hitbox is concerned by the offset!! Then, it means that you can put invisible AI barrier like the AI bridges which will not affect the pathfinding. Then, the Fireelement will fly above these barrier when the other one will collides with it, and will not fly in the air! x)

I was never satisfied with those windows in the Thief world. Had time enough to work with ANIM8OR today and created a new type:

All variations use Thief standard textures, so only the .BIN file is needed. The upper row uses the textures of the wooden doors (VDrM0103, -0403, -0803, -0903, -1203), the others use various wood/metal textures (they might look different under tafferpatcher installations).